Posts Tagged‘rockstar’

This may come as something of a surprise but I missed the boat on the entire Max Payne series. It’s not like I wasn’t aware of the game, I can clearly remember playing through the opening scenes of the original, I just failed to play it through to its conclusion. The same can be said for its sequel which, being released a mere 2 years after its predecessor, wasn’t enough to grab my attention away from whatever else I was playing at the time. Max Payne 3 on the other hand grabbed my attention, partly because Rockstar was ballsy enough to release it on the same day as Diablo 3 but mainly because of the hype surrounding it. I figured it would be worth a look.

Max Payne 3 takes place 9 years after the events of the previous installment in this series, seeing Max retired from his job at the NYPD. The events of the past decade haven’t been kind to him as the burning desire for revenge and justice has faded into a deep sense of self loathing. He spends his days now getting drunk and popping pain killers like they were candy when out of the blue Raul Passos, a man claiming to be one of Max’s buddies from the academy, offers him a security gig in Brazil. He resists at first but after becoming a mob target thanks to killing the son of a mob boss he reluctantly accepts and finds himself deep in the tumultuous world of Sao Paulo.

Right off the bat Max Payne 3 delivers with impressive visuals and cinematography. It’s not often that I’ll talk about the camera work in a game, mostly because there doesn’t appear to be much thought given to it, but the framing, angles and action movie feel that you get when playing Max Payne 3 is just incredible. It’s somewhat done out of necessity as a good chunk of the game, I’d wager somewhere between 30~50% of it, takes place in either in-game cutscenes or pre-rendered video. For me personally I loved it as it gave ample attention to both the main characters and the plot allowing them to develop beautifully.

This is more impressive considering the long development time and several delays that Max Payne 3 underwent in order to get to this point. Max Payne 3 was confirmed as being in development in 2004 but it wasn’t until 2009 that it was actually announced. It then underwent a series of delays until it was finally launched just over a month ago, something that usually sees a game being released looking dated. Max Payne 3, whilst not being the pinnacle of graphical achievement, still fits well with similar titles that have been released in the past year or so. This is a testament to Rockstar’s development teams who’ve managed to pull similar miracles with other games like L.A. Noire.

What really got me about the first Max Payne was the heavy use (and I’d say overuse) of metaphor that was a major part of Max’s internal dialog. It wasn’t necessarily a bad thing, it certainly helped with the game’s noir direction, but I personally found it tiresome after a while. Max Payne 3, whilst still being an incredibly dark story, does away with these metaphors and instead favors more direct dialog. It feels fitting as Max Payne 3 is more of an action-thriller type game where as its predecessors were better described as gritty noir cop dramas. I’m a big fan of action games so this sits well with me, but fans of the series might not like this change of tone.

The core game is thrilling and fast paced but it has a strong strategic element that rewards a methodical approach. At its heart Max Payne 3 is your typical run and gun affair having you duck in and out of cover whilst you pick off enemies and advance forward. There is, of course, the tried and true bullet time mechanic allowing you to slow down time in order to pick off hordes of enemies that would otherwise mow you down before you got a single shot off. Indeed the tactical aspect of the game relies heavily on how you use your precious amount of bullet time to its maximum advantage, ensuring that at the end you’ve offed the maximum number of enemies without putting yourself in danger.

There are also some RPG elements in the game that reward players who have that investigative streak in them. Scattered throughout each level are pills, golden gun parts and clues pertinent to the case you’re currently working on. The pills function as a sort of life system allowing you to either refill your health meter on demand or, and I think this is probably the better way to do it, allowing you to have a final chance at taking down the enemy that took you down which will then refill your health bar. The golden guns appear to be just another collectible allowing you to make certain guns be completely gold but with no additional damage or benefit that I could see. There might be some benefit to collecting the clues but apart from the bits of back story you get from them there’s no real reason to get them. Still these things make exploring the environment worth doing and it certainly didn’t feel like a waste of time.

It’s not exactly a trouble free experience though. For some reason Max loves his trusty 1911 so much that if there’s a cutscene he’ll switch over to it regardless of whatever gun you picked up. This might sound like a minor quibble but there are some scenes where gun choice can make or break an encounter and having to switch back loses you precious seconds. There’s also the times when he inexplicably drops a gun between encounters, leaving you with the default weapons and having to play the ammo conservation game again. Again seems minor but when you have to play the same scene a couples times over until you get it right these little frustrations do start to build up.

Max Payne 3 also seems to be the only game in the world where picking up a gun with a laser sight attached to it makes you less accurate than not having one at all. You see with your default targeting reticle you have no kick back and the bullets land exactly where you aim them. With a laser sight your aim suffers from wild kick back and at medium to long distances you can’t even make the dot out meaning you’re basically spray and praying the whole time. It’s not really a problem until late in the game when everyone seems to be packing laser sights and you have no choice but to pick up one of their weapons. That did make some of the final scenes far more frustrating than they should have been.

There’s also some sections where no matter how many pills you’ve got left over that you’ll get instantly one shot. This is fine in some circumstances, like when you’re trying to guide a player away from one area, but when it’s a part of a boss fight that’s not particularly obvious (the one in the police station comes to mind) getting one shot only serves to break your immersion as you try to figure out just what the hell you need to do to progress to the next scene. Thankfully these kinds of encounters weren’t common and most of them could be overcome with a little bit of planning and clever use of bullet time.

However for all these little irritations the story of Max Payne 3 is what brings the game together. I might not be a long time fan of the series but I readily empathized with Max and his motivations, even if I didn’t identify with his self-destructiveness early on in the game. The plot, whilst being semi-obvious after about an hour or two in (although I will admit I identified the wrong character as being the protagonist), is more than enough to carry Max through a torrent of bad guys, explosions and ludicrous situations. You’re not going to find any deep meanings here but I felt it was enough to keep me planted in my seat for the majority of Max Payne 3.

I really didn’t know what to expect when I came into Max Payne 3 and I think that lack of expectations is what led me to be so pleasantly surprised by what it had to offer. Thinking back to the little experience I had with the original I get the feeling that people who’ve played through its predecessors might not like the change in overall tone that Max Payne 3 takes but for people like me who are basically new comers to the series there is a lot to love in this most recent installment. If you’re a fan of games that are heavy on action with a story that doesn’t feel like it was written by the developers then Max Payne 3 will definitely be a game you’d enjoy and I’d definitely recommend you give it a play through.

Rating: 9.0/10

Max Payne 3 is available on PlayStation 3, Xbox360 and PC right now for $78, $78 and $89.99 respectively. Game was played entirely on PC on the hard difficulty with around 7 hours of total play time.

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The past year of releases has really changed my perception on what sand box style games could achieve. I must admit the only thing I enjoyed about sand box games was the fact that once I got bored with the main story line I could unleash hell for another 15 minutes or so before I quit the game without saving. Red Dead Redemption and Minecraft were two examples of games where my inner jerk stayed in his cave for the vast majority of the game and so when I started seeing seeing some of the screens from Rockstar’s newest game L.A. Noire I figured that it would be yet another step away from their traditional Grand Theft Auto style sand box, and thus very worthy of my attention. What followed was an incredibly interesting experience on multiple levels, both for its accomplishments and its faults.

You play as Cole Phelps, a veteran of the second world war who’s come back to being a cop in downtown Los Angeles. L.A. Noire wastes no time in getting you into the action, setting up Phelps as a man with an incorruptible dedication to seeing a case through to the very end. You start out knowing very little about the man himself at the start but as the story progresses bits of his past, retold in flashback scenes and with dialog with other characters, come to light. It can be a little frustrating not understanding your character’s motivation for certain actions, especially when he’s prone to reacting wildly to certain things. I can understand the reason for keeping much of his past hidden for the majority of the game, however even a few more bits of insight into his past would’ve made his character a whole bunch more believable.

There are several distinct categories of game play within L.A. Noire. The first is the investigation mode where you look around a crime scene for clues, where upon your controller shakes when you stumble upon something potentially interesting. Not everything will relate to the case however, so you might find yourself spending an inordinate amount of time picking up cigarettes and empty bottles. Thankfully they’re kind enough to alert you when you’ve found all the clues so you don’t spend hours going around in circles looking for a potentially missed bit of evidence. These clues will then lead you onto people of interest who you can then interview to get a better idea of the details of the crime.

The next core game play mechanic, the interviews, relies heavily on the extremely lifelike motion capture technology that L.A. Noire uses. You have a list of questions which you can ask the person of interest and based on how they respond you have to choose whether you believe they’re telling the truth, lying but you have no evidence (doubt) or if they’re outright lying for which you’ll have to provide proof. I’ll be honest and tell you that this mechanic frustrated me to no end as whilst the truth and lie were relatively easy to tell the doubt option was a tad ambiguous. It’s explained exactly as I said before to you in the game however the option can also mean “They’re telling the truth but not everything” or “This guy isn’t going to give you anything useful no matter what you say”. It’s also confounded by the problem that Phelps seem to fly into a rage whenever you choose the doubt option so whilst you might think that there’s more to the story (and there always is) Phelps’ behavior seems to make the more softer targets shut down completely. You do get better at picking it towards the end but it can still lead to some incredibly frustrating times.

It’s made somewhat easier by the introduction of “intuition points” which are gained by leveling up your character in the game. These points let you either remove one wrong answer (which isn’t as helpful as it could be) or ask the community which shows you the percentages of how everyone else answered those questions. You can store a max of five and there’s only 20 levels in the game, with a few of those levels giving outfits and not intuition, so they’re best used sparingly.

Additionally whilst the facial capture is down right amazing in how realistic it appears it’s rather comically strapped to good old fashioned motion capture bodies that were filmed independently of the voice actors. What this means is that whilst from the neck up they appear quite lively everywhere else is your usual rigid clothes and rather awkward flailing about, especially when interacting with other objects. Whilst it’s not noticeable most of the time there are a number of occasions when it looks like the character’s head is trying to move independently of its body. Hopefully the technology they used to capture the stunning facial features will soon trickle down to doing full body motion capture and we won’t have this strange world of bodies with alien head syndrome.

During your investigations you’ll be alerted to street crime that’s happening in Los Angeles. Should you respond to it you’ll be pointed in the right direction and receive a short cut scene when you arrive detailing the situation. These little side quests can be anything from chasing down wife beaters to full blown car chases that end up with a shoot out with dozens of individuals. Primarily they’re there to break up the monotony of driving and give you a little break from the case you’re working on (which can stretch for over an hour). They also serve to help you level up your character as it’d be nigh on impossible to reach the level cap otherwise.

The same sort of action scenes that are played out as street crime also form part of the investigations themselves. It would seem that everyone’s gut reaction when confronted by the police in Los Angeles is for them to run for the hills which whilst fun get’s a little repetitive after the 20th time it happens. This isn’t helped by the fact that your case is judged not only by how many clues you found and questions got right but also by how much damage you do to your car, people on the street and the city itself. Since these action scenes tend to be rather reckless you’re more than likely going to rack up a large bill chasing down all these scoundrels. It really doesn’t mean that much overall, but when the game actively encourages you to do it (like your partner telling you to ram someone off the road) and then punishes you for it does leave you feeling a bit mixed up.

Like any Rockstar sandbox game the city in which you play L.A. Noire feels very alive when you’re playing through it. However it’s probably more appropriate to equate it to a movie set: it’s made to look that way. In this game’s predecessors like Red Dead Redemption and GTA IV you could engage with the NPCs in varying ways (playing cards, buying clothes, visiting clubs and what have you) there is simply none of that in L.A. Noire at all. You’re more than welcome to drive around Los Angeles whilst you’re on your way to the mission but there’s no intermission where you’re free to do as you will. You really have no choice but to pursue the cases constantly as sometimes no matter how long you drive around for you just won’t get a street crime to go and solve. So whilst L.A. Noire has the feel of a sand box game it’s really nothing like that at all.

But just like a movie set the pieces that you’re meant to see are set out extremely well. I was a bit disappointed when I saw that it implemented the same cover based shooting style that’s present in nearly every game these days but unlike shooters where the combat areas are obvious they blended in quite well in L.A. Noire. The camera work, music and use of the environment is also done quite well, setting the mood almost perfectly throughout the game.

I also found the story to be quite enthralling as did my wife who sat by my side and watched me play almost the entirety of the game. Whilst the story line suffered initially from the lack of an overarching plot line, just like Dragon Age 2 did before it, the unveiling of Phelps’ back story slowly begins to tie everything together with the ending wrapping it all up. If I’m honest though I felt the ending was slightly hollow with some of the events happening right at the very end serving only to try and make one last emotional impact on the player, rather than adding anything else to the overall plot. Still I must commend them for going with an ending that didn’t scream “SEQUEL SEQUEL”, a downright rarity these days.

L.A. Noire feels like yet another step towards gaming become a mature medium, becoming more of a medium to tell a story rather than just a distraction for kids. It’s also a technological step forward as well with the facial capture they did for it being nothing short of jaw dropping and I’m sure it’s not going to be long before we see that kind of realism extended to other aspects of the game. Whilst it might not stay true to the sandbox roots from which it was born L.A. Noire delivers a solid game experience that I’d have no trouble recommending to anyone, especially for those who enjoy their games more on the cerebral side.

Rating: 8.2/10

L.A. Noire is available for both Xbox 360 and PlayStation 3 right now for $89 and $89 respectively. Game was wholly played on the PlayStation 3 with a total of 22 hours played with approximately 75% total game completion according to the in game stats recorder.